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60 lines
1.8 KiB
C++
60 lines
1.8 KiB
C++
//
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// Created by Zoe Roux on 2021-05-14.
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//
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#pragma once
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#include <chrono>
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#include <vector>
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#include <typeinfo>
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#include <typeindex>
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#include "Entity/Entity.hpp"
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#include "Wal.hpp"
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#include "View/View.hpp"
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#include "ISystem.hpp"
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namespace WAL
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{
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//! @brief A base system of WAL
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//! @tparam Dependencies The list of dependencies this system has.
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template<typename ...Dependencies>
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class System : public ISystem
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{
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public:
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//! @brief A virtual, default, destructor
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~System() override = default;
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//! @brief A system can be moved
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System(System &&) noexcept = default;
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//! @brief Get a view of all entities containing every dependencies of this system.
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View<Dependencies...> &getView() override
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{
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return this->_wal.scene->template view<Dependencies...>();
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}
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//! @brief Update the corresponding component of the given entity
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//! @param entity The entity to update.
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//! @param dtime The delta time.
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void onUpdate(Entity &entity, std::chrono::nanoseconds dtime) override {}
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//! @brief An alternative of onUpdate that is called every 8ms (120 times per seconds). If the system slow down, it will try to catch up.
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//! @remark This should be used for Physics, AI and everything that could be imprecise due to float rounding.
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//! @param entity The entity to update.
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void onFixedUpdate(Entity &entity) override {}
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//! @brief A method called after all entities that this system manage has been updated.
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void onSelfUpdate() override {}
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protected:
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//! @brief A reference to the ECS.
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Wal &_wal;
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//! @brief A system can't be instantiated, it should be derived.
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explicit System(Wal &wal)
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: _wal(wal)
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{}
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//! @brief A system can't be instantiated, it should be derived.
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System(const System &) = default;
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//! @brief A system can't be instantiated, it should be derived.
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System &operator=(const System &) = default;
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};
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} // namespace WAL
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